Samurai's Katana
Equipment normally opens with a tax: you pay for the object, then pay again to strap it onto a creature you already control, and if you have no creature the artifact sits inert until you do. Job select folds both halves into the cast. The moment it enters, it manufactures its own bearer (a small Hero token) and attaches for free, so the +2/+2 with trample and haste lands as a 3/3 hasty threat that can swing immediately, no board required. That collapses the two-card, two-turn setup of traditional Equipment into a single sorcery-speed play, and it means a lone copy in your opening hand still produces a body and a beater rather than sitting useless the way a naked Bonesplitter can. The Murasame equip cost is the counterweight: five mana to relocate the sword onto a bigger, better creature after the token dies is deliberately steep, discouraging you from treating this as a cheap way to re-arm your whole team. The design reads as an answer to Equipment's oldest structural weakness (the vulnerability window between casting the sword and having something to hold it) by refusing to leave one open in the first place. What you give up for that is modularity: the built-in body is fragile and the reattach tax is punishing, so this functions best as a self-contained aggressive package rather than a toolbox piece you shuffle between threats.
